Kingmaker 2014

Terrain improvements

A list of terrain improvements for the realm’s hexes.

Aqueduct
An Aqueduct brings water from alpine lakes and rivers to lowland cities where water is scarce or insuff icient for the local populace. A f inished series of Aqueduct hexes must connect to a hill or mountain hex (with a river or lake) on one end and a settlement on the other end; otherwise, you do not gain its benef it.
Terrain: One end must be hill or mountain hex; can pass through any type of hex.
Effect: Loyalty+1, Stability +1, allows settlement to build water-dependent buildings.
Cost: As a Road, except the cost is not doubled for hexes with rivers (see Table 4–6: Terrain and Terrain Improvements on page 214).

Bridge
A Bridge allows your Road hexes to cross rivers.
Cost: When you build a Road in a hex that contains a river, the doubled coast of the Road includes the cost of bridges needed to cross the river. You don’t need to build a Bridge as a separate unit; it’s listed here for reference only.

Canal
A Canal is an artif icial waterway that allows barge traff ic to haul heavy commodities.
Terrain: Desert, hill, or plain. Must connect between two bodies of water.
Effect: Settlements in a hex with a Canal treat the hex as if it had a river.
Cost: Twice the cost of a Road (see Table 4–6: Terrain and
Terrain Improvements on page 214).

Fort
A Fort is a walled encampment for military forces outside a settlement. You can upgrade a Watchtower to a Fort (Unrest decreases when you do so, just as if you had built the Fort from scratch).
Terrain: Any land.
Effect: Stability +2, Defense +4, increase Consumption by 1 BP; Unrest decreases by 1 when completed. If this hex becomes a settlement, this improvement counts as one Barracks and one Stables building.
Cost: 24 BP or 18 BP to upgrade from Watchtower.

Highway
A highway is a paved and well-maintained version of a Road. You may upgrade a Road into a Highway. You must have a kingdom of Size 26 or greater to build a Highway.
Terrain: Any hex with a Road.
Effect: Economy +1 for every 4 hexes of Highway, Stability
+1 for every 8 hexes of Highway; improves overland travel speed (Pathfinder RPG Core Rulebook 172).
Cost: Twice the cost of a Road (see Table 4–6: Terrain and
Terrain Improvements on page 214).

Road
A Road speeds travel through your kingdom and promotes trade. You can upgrade a Road to a Highway.
Terrain: Any land.
Effect: Economy +1 for every 4 hexes of Road, Stability +1 for every 8 hexes of Road; improves overland travel speed (Core Rulebook 172).
Cost: See the Road column of Table 4–6:

Watchtower
A Watchtower f lies your f lag, is a safe place for your patrols, and establishes your power on the frontier. A Watchtower cannot share a hex with a Fort or another Watchtower.
Terrain: Any land.
Effect: Stability +1, Defense +2; Unrest decreases by 1 when completed. Counts as a Watchtower building in a city.
Cost: 12 BP.

Only one of the following may be built in a hex:

Sawmill
A sawmill centralizes the activities of loggers and turns trees into lumber for use in building and crafting.
Terrain: Forest or jungle, requires river.
Effect: Each sawmill gives you a 1 BP discount for any single wood-based development or building per month. A development can be up to halved in cost this way.
Cost: 3 BP.

Quarry
A Quarry extracts workable stone from the ground.
Terrain: Cavern, hill, or mountain.
Effect: Each quarry gives you a 1 BP discount for any single stone-based development or building per month. A development can be up to halved in cost this way.
Cost: 6 BP.